I broke force arrows, in fact!

so much for tooting my own horn
This commit is contained in:
Timothy Stiles 2020-10-14 21:54:13 +11:00
parent a8ce3bca11
commit e53f00a432

View File

@ -332,7 +332,7 @@ export class Level {
player_awaiting_input() { player_awaiting_input() {
//todo: the tic_counter part feels kludgey. maybe there's some other way a wait/wall nudge can wait a certain amount of time per tap? //todo: the tic_counter part feels kludgey. maybe there's some other way a wait/wall nudge can wait a certain amount of time per tap?
return this.player.movement_cooldown === 0 && this.player.slide_mode === null && this.tic_counter % 2 == 0 return this.player.movement_cooldown === 0 && (this.player.slide_mode === null || (this.player.slide_mode === 'force' && this.player.last_move_was_force)) && this.tic_counter % 2 == 0
} }
// Move the game state forwards by one tic // Move the game state forwards by one tic
@ -438,10 +438,14 @@ export class Level {
} }
// Second pass: actors decide their upcoming movement simultaneously // Second pass: actors decide their upcoming movement simultaneously
// (we'll do the player's decision in part 2!)
for (let actor of this.actors) { for (let actor of this.actors) {
if (actor != this.player)
{
this.actor_decision(actor, p1_primary_direction); this.actor_decision(actor, p1_primary_direction);
} }
} }
}
_advance_tic_part2(p1_primary_direction, p1_secondary_direction) { _advance_tic_part2(p1_primary_direction, p1_secondary_direction) {